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-Liam-

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Wii OwnerIt's-a me, Mario!Hero of TimeStrawberry
17th March, 2013 at 17/03/2013 23:44:12 -

Hello TDC. I really need some feedback on the idea of voice I'm wanting to use for my game. Any advice or criticism is welcomed with open arms.

A year or so ago, I created an animation which used voice acting in places. The voice actor had no experience or professional equipment, and I had no experience of working with voice clips. The end result wasn't as good as it could have been, partly because of how I had used the voice clips (mostly because I rushed the last few scenes, which I can't stand, but that's not the focus of this for now).

Here is the animation, some of you may have seen it before (It' a bit lengthy, so don't feel you have to view all of it):
http://www.youtube.com/watch?v=X6O4ggc33QI

It's not always synced accurately, but I feel like when the music changes at the beginning, the viewer expects all sound effects and voices to be removed. Anyway! That project was a learning experience for me, and I haven't given up on the idea of voice acting. I want my current game project to use voice in parts.

Here is a video from the beginning of the first level, could you tell me if you can see voice working in it or not?
http://www.youtube.com/watch?v=6GlqfzJhe1U&feature=youtu.be

Don't focus on the interface/level design too much as it's still kinda rough. The voice sample used is only an example from the voice actor, she can provide various post processing if necessary. The language is completely made up. I don't want the player to have an actual, solid story given to them. I'm trying to suggest to the player what happens with events that take place at certain times.

So what do you guys think? I wasn't sure at first, as I was so concerned about how badly my animation project turned out. But the more I hear it, the more it's growing on me. My brother thinks it seems a bit out of place though.

Can you see this working? Any advice or suggestions? Thanks a lot for your time.

 
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s-m-r

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Candle
17th March, 2013 at 17/03/2013 23:59:19 -

Took a listen or two.

To me, it seems like the voice simply blends in too much with everything else and there's no reason to pay attention to it. If you want to signify a particular event or happening, then I suggest you emphasize the voice sample in some way. To increase emphasis and significance of the event, here's what I recommend:

- introduce the goddess(?) with another sound effect, and have her voice sample follow
- turn down the background music volume, or turn up the voice volume (I knew someone was talking, but I didn't know it was gibberish; I simply thought that I couldn't hear it well enough to understand it)
- add some slight reverb or echo to make the voice stand out from the rest of the SFX

I'm also a big fan of voice sampling in game projects. The end result sounds amateurish whenever I use my basic equipment. I'd say lean on the post-processing effects to add professionalism and immersion.

(your artwork looks stellar, by the way!)

 
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-Liam-

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Wii OwnerIt's-a me, Mario!Hero of TimeStrawberry
18th March, 2013 at 18/03/2013 00:40:52 -

Thanks smr, this is exactly the kind of feedback I'm looking for. Your suggestions should definitely help.

I just had a thought, do you think adding a visual prompt such as foreign lettering acting like subtitles would also help? It may seem a bit pointless as it can't be read, but it could be fun to translate later on if a particular item had been acquired.

Edited by -Liam-

 
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-Liam-

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Wii OwnerIt's-a me, Mario!Hero of TimeStrawberry
18th March, 2013 at 18/03/2013 12:43:56 -

Okay, I have lowered the volume of the music and added an echo to the voice, as well as using a temporary windings font until I draw out my own pixel font. I also added a second version afterwards which adds a textbox and character portrait, though I like the first one better I think. Is it sounding more believable? (The video quality has degraded quite a bit, sorry for this)

http://www.youtube.com/watch?v=apoJ1ad80yE&feature=youtu.be

 
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s-m-r

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Candle
18th March, 2013 at 18/03/2013 12:46:03 -

If you're up for that kind of extra work, then I say sure, go for it! Players will love the added detail - though not necessarily the extra work - you put into your game.

If all the subtitles appear like gibberish, then somehow later in the game an object or game state allows them to see clearly-understood subtitles, then I think that would be a significant payoff for the player; they would definitely feel a sense of accomplishment.

 
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nim



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18th March, 2013 at 18/03/2013 14:20:26 -

I personally prefer the first method in the second video. That is the one in which the music dips and there are simple subtitles but no large character profile sliding in from the side.

I think the character profile is a bit too attention-grabbing. Unless maybe you want it to be that way? I would feel that it's taking my attention away from the gameplay. Whereas without the character profile I felt that it's just a background event that I can pay attention to but still play the game at the same time.

Great to see the game in motion, too Great pixel art and music!

 
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-Liam-

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Wii OwnerIt's-a me, Mario!Hero of TimeStrawberry
18th March, 2013 at 18/03/2013 14:25:31 -

Thanks nim! Yeah I completely agree with the large graphics grabbing too much attention. I thought I'd try it to see how it helped the voice, but it takes too much away from simply playing the game. Simple subtitles it is!

 
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s-m-r

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Candle
19th March, 2013 at 19/03/2013 22:45:01 -

Yeah, save the character portraits for cutscenes. The first example in the new clip looks perfect, in my opinion.

 
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-Liam-

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Wii OwnerIt's-a me, Mario!Hero of TimeStrawberry
19th March, 2013 at 19/03/2013 23:28:13 -

Thanks, I'm going to refine that version - it seems to be working well in the game so far.

 
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